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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.56 by root, Wed May 17 20:21:27 2006 UTC vs.
Revision 1.126 by root, Mon Jun 5 02:00:14 2006 UTC

612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12- important: center and improve dialogs (create cFClient::UI::Dialog) 12 together with removing query dialog altogether.
13- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: inventory update must be incremental (too slow) (really? check) 14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: user interface (window positions etc.) should be saved, but 15- IMPORTANT: stats window looks like shit initially (widget allocation?)
16 b) widget layout is nontrivial as to not obscure map 16
17 c) need better way to center map then middle-button, maybe map overview 17- binding window and editor layout broken for long recordings
18 (but updates will be slow UPDATE updates are not at all slow). 18- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
19- IMPORTANT: animate faces in inventory etc. 19- minor: skill list which shows XP and lets u bind stuff
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
21- IMPORTANT: verify and correct connection-dependent texture management
22 20
23should be solved/investitaged before release: 21should be solved/investitaged before release:
22- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
23 and add column titles (also for other tables like inventory and bindings)
24- log messages received and commands sent to ~/.crossfire/log.$ip
25- the binding editor should have a append-record mode or something like that
26- rethink message display in lower left corner
27- cairo/win32 looks like shit (premultiplied alpha bug?)
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, pressing login with connection refused, then close window) 29 (after starting, press quit)
26- flopper/menu imrpovement: 30- better focus management: put focus onto active windows, remove it again later
27 * things that are menus should act more like menus
28 * inmventory etc. should fade-in automatically when used
29- add menu itemds for inventory items: mark/inscribe etc. 31- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
30- remove wrap_mode hack from texture and make it a per-texture operation
31- enter runmode when cursor-key repeats 32- enter runmode when cursor-key repeats (maybe not?)
32- mapmap (overview) - scroll visible area by clicking/dragging 33- mapmap (overview) - scroll visible area by clicking/dragging
33- save only dirty cached maps, and save dirty maps != current map
34- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 34- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
35- maybe move window managing functionality into toplevel 35- maybe move window managing functionality into toplevel
36- better window management (feedback) 36- better window management (graphical feedback)
37- look into extendedmapinfo 37- the player weight somehow updates strangely when dropping/picking up
38- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
39 38
40low priority: 39low priority:
40- win32, fow_tetxure sometimes nukes other textures
41 (mostly fixed, but still there: displays list and texture uploads do not go well together)
42- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
43- completer should know more about arguments, e.g. cast summon pet monster,
44 or that some commands do not take arguments ("drop all").
45- textview should not snap to bottom on resize.
46- alt+cursor == diagonal
47- look into extendedmapinfo
48- save only dirty cached maps, and save dirty maps != current map
49- try to synchronize local animation speed with server updates to save on screen refreshes.
41- player list from server for tell etc. commands 50- player list from server for tell etc. commands
42- examine etc., should use extendeddrawinfo or sth. similar 51- examine etc., should use extendeddrawinfo or sth. similar
43- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 52- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
44- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 53- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
45- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
78allocating id 73 87allocating id 73
79OK 88OK
80set_face 4784 => 73 89set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 90libpng warning: Ignoring gAMA chunk with gamma=0
82 91
92 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
93 /*first pass*/
94 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
95 glDepthMask(FALSE); /*disable Z buffer*/
96 if (premultpliedTransparency)
97 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
98 else
99 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
100 /*render the object here*/
101
102 On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows:
103 /*second pass*/
104 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
107 /*render the object with alpha replaced with 1-a*/
108
109 Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows:
110 /*third pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(TRUE); /*enable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1*/
115
116

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